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📄 oasisobject.h

📁 使用stl技术,(还没看,是听说的)
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of

 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisObject.h

 * DESCRIPTION : The object

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



/// Avoid double inclusion

#ifndef __OBJECT_H__

#define __OBJECT_H__



/// Include the common headers

#include "oasisCommon.h"

/// Include the rest of the needed oasis stuff

#include "oasisPoolable.h"

#include "oasisAudible.h"

#include "oasisPhysical.h"

#include "oasisVisible.h"



namespace Oasis {

  /// The object class

  class _oasisExport object : public poolable,

                 public audible,

                 public physical,

                 public visible {

    /// The object system is our friend because it needs to be able to clear us

    friend class objectSystem;

    /// The camera system is our friend as it needs access to ogre specifics

    /// for camera effects involving objects

    friend class cameraSystem;

  public:

    /// Constructor

    object( );

    /// Deconstructor

    virtual ~object( );

    

  private:    

    /// Process new sound

    void _processNewSound( sound *newSound );



    /// Update position of object

    void _updatePosition( void );

    /// Update orientation of object

    void _updateOrientation( void );

    

    /// Get the scenenode ( for camera effects )

    Ogre::SceneNode *_getSceneNode( void );



    /// Setup the object for re-use

    void setup( resource *parent );



    /// Strip the object down for repooling

    void clear( void );

  };  

};



#endif

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